RimWorld

RimWorld

No More Unstable Fuel Nodes (Continued)
11 Comments
Genaeve 7 Sep @ 2:04pm 
Oh, wow! This is exactly what I need! I can't thank you enough! :MysteriaGodOfDeathHappy:
Latex Santa 31 Jul @ 1:21pm 
@HeatherAthebyne
Do that update when you can.
Thank you for your time.
HeatherAthebyne  [author] 31 Jul @ 10:47am 
So -- I've looked a bit more at the Odyssey updates. Currently, there are two types of fuel node spawns: one that explodes pretty much as soon as you walk in (Ideology, Biotech) and one that only explodes when damaged (Odyssey). This mod currently removes the ones from Ideology/Biotech, but does not remove the ones from Odyssey. I'm inclined to leave it that way, since the Odyssey ones don't have the un-fun problem of exploding without the player provoking it.

Thoughts? The best solution would be adding a mod setting, of course, but I haven't done that before and won't have the bandwidth to do it anytime soon.
HeatherAthebyne  [author] 31 Jul @ 10:08am 
It should still apply to the new ones (if not, let me know). The map generation has changed but it's still pulling from the same threat list.
Vulkandrache 29 Jul @ 7:29pm 
Do these complexes even still exist in 1.6? I mean the one's that spawn on the map as a grey bunker. All im getting are the new variants with the corridors and the spider mines.
Latex Santa 27 Jul @ 10:34am 
I like exploring these ancient complexes. With SRTS dropships, I like deconstructing them for materials and hauling it all home. It's awfully inconvenient to do so when the base game is doing its level best to be as annoying as possible.

Thanks very much for the mod.
Bye bye, unstable fuel node. You will NOT be missed.
Foxtrot 813 28 Jan @ 3:08am 
So annoying, past the 10 complexe filled with theses sh*t you just never want to deal with it ever again. Thx for the mod.
Lex Vegas 17 May, 2024 @ 3:50pm 
Thank you. These nodes are such a miserable mechanic.
Slash 1 May, 2024 @ 6:10am 
I'd much rather the nodes be a mech than a thing that just blows up automatically, at least a mech would actually be interesting. Thanks for the update.
TurtleShroom 27 Apr, 2024 @ 6:01pm 
In my opinion. the Unstable Fuel Nodes should be able to be uninstalled, so you have to "defuse them" before they detonate.
D3K43 27 Apr, 2024 @ 3:35pm 
Aw man I hate those fuel nodes so much. I feel like it was purposeful tomfuckery on Tynan's part to say that they'll "only explode when damaged" and then make them explode anyways whenever the room is opened.